Re: 'Bastards 0.2 - Attribute/Skill Change Discussion - Feedback Wanted.
Posted: 16 Dec 2016, 02:31
SAs are a different issue, I think. Even if we handled SAs in a totally different way, the issues with skills v. attributes would still exist.
With X+Y, the three big problems are thus:
1. The 1-5 scale doesn't provide enough mechanical weight between the average character and a master.
2. The 1-5 scale makes it too easy to max out characters.
3. A point of an attribute is worth a point in a skill.
Because we have a priority-pick system, you're ultimately buying skills and attributes out of the same pool of resources. As long as 3 is true, you're always better off investing in attributes than skills, because attributes are more valuable to more things. As it stands, a point you put into Agility or Cunning is worth as much as buying a rank in every single proficiency and half the skills in the game, in addition to whatever attribute rolls they might come up in.
In the proposed change, attributes are extremely valuable in their own right -- every one of them has specific and necessary uses regardless of your character type -- but their impact on combat pools has been lessened, and their impact on skills reduced significantly.
Decoupling them also fixes 1 and 2, because the ranges can be increased without increasing the size of the die pool.
There have been a lot of suggestions floating around, but so far none of them have fixed all three of the above issues without either:
This could almost work if we assumed that the low-end of the scales remain the same and 95% of the population is going to have 2s and 3s for their stats.. but now we're stuck with a host of problems new and old.
With X+Y, the three big problems are thus:
1. The 1-5 scale doesn't provide enough mechanical weight between the average character and a master.
2. The 1-5 scale makes it too easy to max out characters.
3. A point of an attribute is worth a point in a skill.
Because we have a priority-pick system, you're ultimately buying skills and attributes out of the same pool of resources. As long as 3 is true, you're always better off investing in attributes than skills, because attributes are more valuable to more things. As it stands, a point you put into Agility or Cunning is worth as much as buying a rank in every single proficiency and half the skills in the game, in addition to whatever attribute rolls they might come up in.
In the proposed change, attributes are extremely valuable in their own right -- every one of them has specific and necessary uses regardless of your character type -- but their impact on combat pools has been lessened, and their impact on skills reduced significantly.
Decoupling them also fixes 1 and 2, because the ranges can be increased without increasing the size of the die pool.
There have been a lot of suggestions floating around, but so far none of them have fixed all three of the above issues without either:
- Bloating the die pool beyond what I'm comfortable with. I don't want to be throwing buckets of dice at a thing. I play Warhammer 40,000. I spend enough time sifting through piles of dice. Plus, the more dice you have involved, the swingier everything becomes.
- Making things more complicated, whether by procedure, mathematical complications, or extra rules for how the bits fit together.
This could almost work if we assumed that the low-end of the scales remain the same and 95% of the population is going to have 2s and 3s for their stats.. but now we're stuck with a host of problems new and old.
- Attributes are still the best thing to buy regardless of your character concept. As a thief with our present spread, I'd much rather have maxed out agility/cunning and 3s in my skills than 3s in agility/cunning and a max a half-dozen skills. I'd easily rather have Social 6 and middling social skills than maxed out social skills and a middling Social. The only partial work-around would be to make attributes a strange acception to everything else about character creation and give everyone the same amount of points to spend. Aside from this being both an acception and less interesting, it still doesn't completely solve the problem because that just means after character creation my thief is going to want to max out cunning and agility before they do anything else.
- Naked Dwarf was being argued about before and we'd make it much worse now. Instead of someone with +3 damage fighting +5 damage resist, you can have someone with +3 damage fighting someone with +7 damage resist.
- We also have the less-discussed Dragon Tap issue, which is the reverse -- My strength 7 individual can now go against a stamina 3 guy and get an MoS1 death from any weapon of +0 or higher. A brawler with the striking proficiency can kill on an MoS1. With only 5 levels of wounds, you cannot have the difference between your damage dealing ability and damage deflecting ability higher than 4 at the most extreme for humans fighting humans, and you want it to be significantly less so for "average" fights. The lower that maximum difference, the fewer things screw up.
- Rather than having a small number of attributes that are each very important for different things, we have one collection of attributes that primarily exist to build things out of (two of which presently exist solely for skill checks), and a second set of attributes we actually use to roll things. Paradoxically, despite attributes as a category being a better investment than skills or proficiencies, none of the individual attributes are as strong in their functions because they are always being balanced out by something else.
- I'm still not thrilled about the idea of needing dice cups to make skill checks.